Cost: $4
Type: Action-Attack
Text: +1 Card\n+1 Action\nEach player (including you) reveals the top card of his deck and either discards it or puts it back, your choice.
Here's a comprehensive strategy guide for Spy in Dominion:
Introduction Spy is one of the original Attack cards from base Dominion, costing $4 and providing +1 Card and +1 Action along with its attack effect. While it may seem appealing as an early-game purchase due to its card cycling and attack potential, Spy is generally considered one of the weaker $4 cards in Dominion. However, understanding when and how to use Spy effectively can help you maximize its value in the right circumstances.
Basic Mechanics Before diving into strategy, let's break down how Spy works: 1. You draw one card 2. You get +1 Action 3. Starting with you and proceeding clockwise, each player: - Reveals the top card of their deck - You decide whether that card goes back on top or gets discarded - If a player's deck is empty, they shuffle their discard pile first
Core Strengths 1. Card Cycling - Spy replaces itself and provides an action, making it "terminal draw neutral" - This means you can chain multiple Spies together without losing momentum - Helps thin through your deck faster
Provides deck tracking advantages
Deck Control
Weaknesses 1. Low Impact - Individual instances of Spy typically have minimal effect - Cannot guarantee removing powerful cards - Randomness of top-deck reveals limits strategic potential
Strategic Considerations
When to Buy Early: - Kingdom lacks stronger $4 options - No alternative deck inspection/manipulation - Multiple action chains are possible - Opponents are building engine strategies
When to Skip Early: - Strong alternative $4 cards available - Big Money strategy is viable - Limited actions available per turn - Kingdom has superior deck manipulation
Deck Tracking: - Monitor opponents' deck composition - Track victory card density - Identify key components of opponents' engines
Disruption Tactics: - Discard engine components when possible - Force reshuffles at inopportune times - Deny draw cards when opponents need them
Self-Optimization: - Keep good cards for yourself - Set up strong next turns - Manage victory card density
Victory Card Management: - Track Province/Colony distribution - Force opponents to draw victory cards - Keep your deck lean when needed
Timing Reshuffles: - Force opponents to reshuffle with victory cards - Preserve good shuffles for yourself - Manipulate end-game timing
Combo Potential
Strong Synergies:
Provides additional deck control
Helps maintain action chains
Better deck tracking capability
Helps find key cards
Weak Combinations:
Minimal benefit to strategy
Gardens strategies
Counter Strategies
Defending Against Spy:
Make top-deck decisions less impactful
Action Management
Maintain flexibility in strategy
Reaction Cards
Forces inefficient Spy usage
Alternative Strategies
Optimal Number of Spies
Solo Spy: - Generally insufficient impact - Minimal disruption potential - Better as supplement to other strategy
Two Spies: - Minimum for meaningful impact - Can maintain consistent pressure - Still allows other strategy elements
Three or More Spies: - Maximum control potential - Requires significant action support - May sacrifice too much deck efficiency
Kingdom Considerations
Favorable Kingdoms:
Engine-building potential
Deck Inspection Themes
Manipulation effects stack
Long Game Potential
Unfavorable Kingdoms:
Better alternatives available
Big Money Dominant
Better to focus on economy
Strong Attack Alternatives
Multiplayer Considerations
2-Player Games: - Maximum impact per Spy - Easier to track information - More control over game pace
3-Player Games: - Moderate impact - More information to track - Increased complexity of decisions
4-Player Games: - Diluted individual impact - Information overload potential - Harder to maintain control
Advanced Techniques
Monitor engine components
Shuffle Timing
Manipulate end game timing
Information Management
Anticipate key turns
Action Chaining
Common Mistakes to Avoid
Focusing too much on control
Poor Timing
Inefficient action usage
Suboptimal Decisions
Poor shuffle timing
Strategy Misalignment
Conclusion
Spy is a card that requires careful consideration and specific circumstances to be effective. While not a powerhouse, it can provide valuable utility in the right kingdom and strategy. Key points to remember:
When considering Spy, always evaluate: 1. Kingdom context 2. Available alternatives 3. Strategy alignment 4. Player count 5. Game pace
With proper understanding and application, Spy can be a useful tool in your Dominion strategy arsenal, even if it's not always the optimal choice. Success with Spy comes from recognizing its limitations while maximizing its unique advantages in situations where they matter most.